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Santtu "MFG38" Pesonen

A member registered Jun 30, 2017 · View creator page →

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It doesn't as far as I'm aware. Like I said, it just struck me as slightly odd that I couldn't select the target path for the plugin where I've been able to do so for every other plugin I use. I generally make a "custom" folder on my drive where I install all my plugins - makes things more organized in a way - and if I can't select to install a plugin to that specific folder, I tend to wander around the filesystem looking for it. And wandering around the filesystem looking for a file is never ideal.

Anyway, played around with this for a bit. Certainly a fun little tool - I'm happy that there's finally a distortion plugin that makes me feel like Mick Gordon in a single package. Good work! c:

I find it a bit odd (and frankly dumb) that the installer doesn't let you select the target path. Wasn't too hard to find the plugin in my files, thankfully, but take that as an improvement suggestion.

Ah yeah, that. Thanks for reporting, I'll fix it ASAP.

Do you remember where exactly said pit was? I'm fairly positive that there are no softlock spots in the game - you should be able to get back up from any room as long as you use the High Jump.

Simple game, but pretty fun. Music's a definite highlight.

Lovely game, and very fun too!

Yeah, I'm aware that that's a thing that can happen. I did do my best to tweak the timings so that it wouldn't be so common at the very least.

You can switch to the High Jump spell with the A button.

Thanks, glad you like it! c:

Thanks! :)

Adding any more colors to cycle through is practically impossible with the way I had to implement the one-button system so that it wouldn't break. What the Space bar is doing is essentially toggling a flag attached to the player, and the bullet collision logic is based upon whether that flag is on or off. It's more foolproof that way - trying to do the same with an integer value in Clickteam Fusion 2.5 is incredibly prone to breaking and a pain in the ass to work around. I appreciate the feedback, though. c:

Not so sure it's really that original, but thanks. :D

That's just

Can't see why not.

Kiitoksia. :)

I did try to implement a score counter, but I had to scrap it when I started running into problems where it wouldn't display in-game. Don't know if I messed up importing the graphics for it or if it's something else that went wrong. Thanks at any rate. c:

Well, you definitely nailed the theme here. X'D

I actually tried to implement a score counter, but I ran into problems where it didn't want to display in-game. It technically worked otherwise, but it just didn't show up in the game, even when I tweaked every setting I could and re-imported the graphics for it God knows how many times. So it unfortunately had to be scrapped.

I managed to somehow take it a step further and glitch all of them out. XD

Certainly an interesting concept. I like how the controls can be bound per session as well. I do have one question, though: is the game actually infinite or is there an ending point? I'd imagine there's a theoretical ending point somewhere, but it's such a high value that players will either quit or fail before ever reaching it.

Ran into the same problem myself. I unzipped the game several times and kept wondering why it "wasn't extracting" the EXE itself, and when I consulted my AV, it turned out it'd quarantined the file. But I restored the EXE and the game worked perfectly afterwards.

Oddly enough, it didn't happen with the original non-HD version.

Never heard of an antivirus complaining about Unity EXEs. Either way, the file is safe.

Nevermind, figured it out.

Now I feel like a total idiot...

I'm digging the overall concept, but is there a way to get through the no-oxygen area? I keep dying in there and I can't seem to find any items that would help.

Good point about the auto-reset. I was too lazy to make anything of the sort at the time, though.

Either way, thanks! c: